Reset frames when rotating orientation - frame

I have an app that has some buttons and a text view and a label. I want to rotate the device and have them redrawn on the screen to fit. I want to do it programatically. Currently I have these methods:
-(void)willRotateToInterfaceOrientation:
(UIInterfaceOrientation)toInterfaceOrientation
duration:(NSTimeInterval)duration {
[super willRotateToInterfaceOrientation:toInterfaceOrientation
duration:duration];
if (toInterfaceOrientation == UIInterfaceOrientationLandscapeRight ||
toInterfaceOrientation == UIInterfaceOrientationLandscapeLeft) {
[self reOrderSideways];
} else {
[self reOrderUpDown];
}
}
-(void)reOrderSideways{
self.viewLabel.frame=CGRectMake(175.0,140.0,130.0,20.0);
self.buttonOne.frame=CGRectMake(20.0,20.0,440.0,100.0);
self.buttonTwo.frame=CGRectMake(20.0,180.0,440.0,100.0);
self.textContent.frame=CGRectMake(20.0, 290.0, 440.0, 100.0);
self.theScroller.contentSize = CGSizeMake(480.0, 350.0);
}
-(void)reOrderUpDown{
self.viewLabel.frame=CGRectMake(95.0,15.0,130.0,20.0);
self.buttonOne.frame=CGRectMake(20.0,50.0,280.0,190.0);
self.buttonTwo.frame=CGRectMake(20.0,250.0,280.0,190.0);
self.textContent.frame=CGRectMake(20.0, 450.0, 280.0, 190.0);
self.theScroller.contentSize = CGSizeMake(320.0, 460.0);
}
It doesn't quite work because when i rotate sideways, the buttons and labels and textview get cutoff the right side. I checked it and it looks like its using the coordinates I gave it but it is still using the portrait frame or bounds. How can i fix this?

Try using willAnimateRotationToInterfaceOrientation: instead.

Related

Objective C: Orientation Change With UIScrollview

I am trying to make an app with UIScrollView (pagingEnabled) that should adapt on the device's interface orientation.
to do this, i made two UIScrollViews loaded with UIImageviews and UIButtons inside and animations (CA). one for portrait and the other one for landscape (you'll see it in my code).
now my problem is whenever i rotate the device, yes! it respond to the orientation change but it goes back to the first page.
ok picture this... you are already on the 10th page of the scrollView in portrait then when you switched to landscape it is on the first page again.
i hope explained it clearly.
and... it crashes on iPad when i rotate it.
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return (interfaceOrientation == UIInterfaceOrientationPortrait || interfaceOrientation == UIInterfaceOrientationPortraitUpsideDown || interfaceOrientation == UIInterfaceOrientationLandscapeRight || interfaceOrientation == UIInterfaceOrientationLandscapeLeft);
}
- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration{
[super willRotateToInterfaceOrientation:toInterfaceOrientation duration:duration];
if(toInterfaceOrientation == UIInterfaceOrientationPortrait || toInterfaceOrientation == UIInterfaceOrientationPortraitUpsideDown){
//self.view = portraitView;
[self changeTheViewToPortrait:YES andDuration:duration];
}
else if(toInterfaceOrientation == UIInterfaceOrientationLandscapeRight || toInterfaceOrientation == UIInterfaceOrientationLandscapeLeft){
//self.view = landscapeView;
[self changeTheViewToPortrait:NO andDuration:duration];
}
}
- (void) changeTheViewToPortrait:(BOOL)portrait andDuration:(NSTimeInterval)duration{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:duration];
if(portrait){
//change the view and subview frames for the portrait view
[self forPortrait];
[self removeMainSVLContents];
}
else{
//change the view and subview frames for the landscape view
[self forLandscape];
[self removeMainSVPContents];
}
[UIView commitAnimations];
}
What's inside "forPortrait" is the same as in "forLandscape" they just have different frames and it has different images too that will fit the screen on portrait and landscape.
at the time of the animation use **scrollRectToVisible:animated:** method to show or stay on the desire place of scroll view
may this will be useful to you.

masterView does not always show/hide properly

I have a splitViewController. This is in Detail VC
-(void)viewDidLoad
{
self.masterIsVisible = YES;
//a botton in navigation bar to hide or show the master view.
[button addTarget:self action:#selector(showOrHideMasterView)
forControlEventsTouchUpInside]
//gesture control to swipe right or left to slide master view in and out.
[swiperight addTarget:self action:#selector(showMasterView)];
[swipLeft addTarget:self action:#selector(hideMasterView)];
}
-(void)showOrHideMasterView
{
if (self.masterIsVisible)
[self hidemasterView]; self.masterIsVisible = NO;
else
[self showMasterView]; self.masterIsVisible = YES;
}
-(void)hideMasterView
{
//hides master view by substracting masterview's width from its origin.x
}
-(void)showMasterView
{
//shows master View by adding masterview's width to its origin.x
}
- (BOOL)splitViewController:(UISplitViewController *)svc shouldHideViewController: (UIViewController *)vc inOrientation:(UIInterfaceOrientation)orientation
{
return NO;
}
Everything almost works as intended.
Problem: In one orientation && master is NOT visible.. then device changes orientation.. the master View instead of sliding off the screen pushed the detail view the other way. I know thats because the flag now is set as masterIsVisible = NO instead of YES. What can I do to change the flag to YES on device rotation. looks trivial but cant seem to figure out.
I tried registering for devicechnagenotification in UIDevice but that did not work. The BOOL is YES in any Orientation. The apple example uses this but looks like thats not the right approach here.
Ok, I finally figured out to set the flag correctly for orientation change. I added the following method
-(void)willAnimateRotationToInterfaceOrientation:
(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration
{
if (toInterfaceOrientation == UIInterfaceOrientationPortrait)
self.masterIsVisible = NO;
else if (toInterfaceOrientation == UIInterfaceOrientationLandscapeRight)
self.masterIsVisible = YES;
else if (toInterfaceOrientation == UIInterfaceOrientationLandscapeLeft)
self.masterIsVisible = YES;
else if (toInterfaceOrientation == UIInterfaceOrientationPortraitUpsideDown)
self.masterIsVisible = NO;
}

Manual Rotation Method Breaks with Side Switch

Currently I'm workign on a drawing app for the iPad. I need to reposition and rotate the toolbar in the app when it is put into a different orientation while keeping the the drawing area in the same place.
I found a method here for doing this. It uses the NSNotificationCenter to monitor for rotation changes. This calls a custom didRotate: method that will rotate and reposition my toolbar based on the UIDeviceOrientation.
This part works fine. However, whenever the side switch on the iPad is engaged to lock the orientation, the toolbar repositions to the location is was at launch.
For example: If I start the application in landscape left and rotate it to portrait, the toolbar will reposition to the bottom of the screen. However as soon as I engage the slide switch, it moves to the side of the screen for the landscape left orientation.
The methods I'm using for this are all below.
- (void)viewDidLoad {
[super viewDidLoad];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(didRotate:) name:UIDeviceOrientationDidChangeNotification object:nil];
}
- (void)didRotate:(NSNotification *)notification {
UIDeviceOrientation deviceOrientation = [[UIDevice currentDevice] orientation];
UIInterfaceOrientation interfaceOrientation;
bool orientationFound = YES;
if (deviceOrientation == UIDeviceOrientationPortrait) {
interfaceOrientation = UIInterfaceOrientationPortrait;
} else if (deviceOrientation == UIDeviceOrientationPortraitUpsideDown) {
interfaceOrientation = UIInterfaceOrientationPortraitUpsideDown;
} else if (deviceOrientation == UIDeviceOrientationLandscapeLeft) {
interfaceOrientation = UIInterfaceOrientationLandscapeRight;
} else if (deviceOrientation == UIDeviceOrientationLandscapeRight) {
interfaceOrientation = UIInterfaceOrientationLandscapeLeft;
} else {
orientationFound = NO;
}
if (orientationFound) {
[self.toolbar changeToOrientation:interfaceOrientation withDuration:.25];
[self.tutorialOverlay changeToOrientation:interfaceOrientation];
}
}
- (void)changeToOrientation:(UIInterfaceOrientation)orientation withDuration:(float)duration {
float angle;
CGPoint origin;
if (orientation == UIInterfaceOrientationPortrait) {
angle = portraitAngle;
origin = self.portraitOrigin;
} else if (orientation == UIInterfaceOrientationPortraitUpsideDown) {
angle = portraitUpsideDownAngle;
origin = self.portraitUpsideDownOrigin;
} else if (orientation == UIInterfaceOrientationLandscapeLeft) {
angle = landscapeLeftAngle;
origin = self.landscapeLeftOrigin;
} else if (orientation == UIInterfaceOrientationLandscapeRight) {
angle = landscapeRightAngle;
origin = self.landscapeRightOrigin;
}
[UIView animateWithDuration:duration animations:^{
self.transform = CGAffineTransformMakeRotation(angle);
CGRect rect = self.frame;
rect.origin = origin;
self.frame = rect;
}];
}
I'd strongly recommend against using this notification-based approach. Note that the name of the notification is UIDeviceOrientationDidChangeNotification; the device orientation is not the same as the interface orientation, and it leads to lots of little issues like this. (The device orientation, for example, includes UIDeviceOrientationFaceDown, which is never associated with an interface orientation.)
I'd suggest letting your view controller automatically rotate itself; this will place the toolbar, etc, for you. You can then override - (void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation duration:(NSTimeInterval)duration to put the drawing area back to the orientation you want to maintain. (You'd use similar code to your changeToOrientation method above, but for the drawing area instead, and you don't need to create your own animation block. Also, the angles would all be negated, because you're undoing the change the view controller made.)
I just answered a similar question here.
Basically just allow the interface to rotate, but rotate the view you don't want to rotate 'back' in willRotateToInterfaceOrientation:duration:.

'willRotateToInterfaceOrientation' not working for my DetailViewController

I'm developing this application on the iPad. My MainWindow contains a Split View Controller which loads the RootViewController and DetailViewController.
I have this image that is placed at the bottom-right of the DetailViewController.
My application allows different orientations, therefore i want the image to appear at different positions for different orientations.
This is my code in DetailViewController:
- (void) willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration
{
if(toInterfaceOrientation == UIInterfaceOrientationLandscapeLeft || toInterfaceOrientation == UIInterfaceOrientationLandscapeRight)
{
myImage.frame = CGRectMake(183.0f, 257.0f, 548.0f, 447.0f);
}
else if(toInterfaceOrientation == UIInterfaceOrientationPortrait || toInterfaceOrientation == UIInterfaceOrientationPortraitUpsideDown)
{
myImage.frame = CGRectMake(244.0f, 518.0f, 548.0f, 447.0f);
}
}
When i launch my application and my iPad is at portrait orientation, the image will be correctly placed at (X:244, Y:518) which is at the bottom right.
But when i launch my application and my iPad is at landscape orientation, the image will not be shown and i suspect that it is still at the position for portrait orientation. Only when i rotate my iPad to portrait orientation and then back to landscape orientation, then the image will appear at (X:183, Y:257) which is correct.
What i tried to do is to place these codes in my DetailViewController's 'viewWillAppear' method:
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
if(self.interfaceOrientation == UIInterfaceOrientationLandscapeLeft || self.interfaceOrientation == UIInterfaceOrientationLandscapeRight)
{
myImage.frame = CGRectMake(183.0f, 257.0f, 548.0f, 447.0f);
}
else if(self.interfaceOrientation == UIInterfaceOrientationPortrait || self.interfaceOrientation == UIInterfaceOrientationPortraitUpsideDown)
{
myImage.frame = CGRectMake(244.0f, 518.0f, 548.0f, 447.0f);
}
}
But when i launch my application, it still has the same problem.
What can i do so that when i first launch my application in landscape orientation, it will be correctly placed at (X:244, Y:518) ?
You might want to try putting your resizing logic in didRotateFromInterfaceOrientation instead of willRotateToInterfaceOrientation.
My custom layout code only worked when I called it after the rotation had completed it, rather than before.
- (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation
{
NSLog(#"didRotateFromInterfaceOrientation");
float width;
float height;
if ((fromInterfaceOrientation == UIInterfaceOrientationLandscapeRight) ||
(fromInterfaceOrientation == UIInterfaceOrientationLandscapeLeft))
{
width = [[UIScreen mainScreen] applicationFrame].size.width;
height = [[UIScreen mainScreen] applicationFrame].size.height;
NSLog(#"Changing to portrait: %f x %f", width, height);
}
else
{
width = [[UIScreen mainScreen] applicationFrame].size.height;
height = [[UIScreen mainScreen] applicationFrame].size.width;
NSLog(#"Changing to landscape: %f x %f", width, height);
}
NSLog(#"Changed orientation: %f x %f", width, height);
// Call my custom layout function to setFrame on all my UI controls
[self doLayout:width height:height];
[super didRotateFromInterfaceOrientation:fromInterfaceOrientation];
}
If your app shows the status bar then you probably need to call self.view.frame.size.width instead of getting the size from the applicationFrame.
Make sure that you're overriding
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation; // Override to allow rotation. Default returns YES only for UIInterfaceOrientationPortrait
To return YES for each UIInterfaceOrentation that you want to support, otherwise willRotateToInterfaceOrientation and didRotateToInterfaceOrientation wont get called.
Try calling this early in your applicationDidFinishLauching:
[[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications];
Since the detailViewController wouldn't sometimes know its orientation, I solved this issue by having a shared variable in the appDelegate that would store the device orientation throughout the app. You can initialize it in the splitViewController with its orientation so when the detailViewController loads it can read it from there.

Changing UIView on orientation change

Hey all. I have a fairly simple question. I am developing a "rich" iPad app, and I have two background images specifically designed for landscape and portrait. I'd like this ImageView to automatically change depending on the devices orientation. (like pretty much all of Apples iPad apps).
Can anyone point me in the right direction? I'm assuming it would be something I do on viewDidLoad..
The best thing you can do is to change the frames of your subview frames according to your interface orientations. You can do it like:
#pragma mark -
#pragma mark InterfaceOrientationMethods
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
return (UIInterfaceOrientationIsPortrait(interfaceOrientation) || UIInterfaceOrientationIsLandscape(interfaceOrientation));
}
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------
- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration{
[super willRotateToInterfaceOrientation:toInterfaceOrientation duration:duration];
if(UIInterfaceOrientationIsPortrait(toInterfaceOrientation)){
//self.view = portraitView;
[self changeTheViewToPortrait:YES andDuration:duration];
}
else if(UIInterfaceOrientationIsLandscape(toInterfaceOrientation)){
//self.view = landscapeView;
[self changeTheViewToPortrait:NO andDuration:duration];
}
}
//--------------------------------------------------------------------------------------------------------------------------------------------------------------------
- (void) changeTheViewToPortrait:(BOOL)portrait andDuration:(NSTimeInterval)duration{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:duration];
if(portrait){
//change the view and subview frames for the portrait view
}
else{
//change the view and subview frames for the landscape view
}
[UIView commitAnimations];
}
Hope this helps.
I actually figured out a very simple alternative way around this. Since I am just changing the background image, adding this..
`
- (void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation duration:(NSTimeInterval)duration {
if (interfaceOrientation == UIInterfaceOrientationPortrait || interfaceOrientation ==
UIInterfaceOrientationPortraitUpsideDown) {
[brownBackground setImage:[UIImage imageNamed:#"Portrait_Background.png"]];
} else {
[brownBackground setImage:[UIImage imageNamed:#"Landscape_Background.png"]];
}
}
`
Changes the background of a declared UIImageView based on orientation. Only downside is, the current background image is not visible in Interface builder as it is handled with code.
One small addition to Madhup's approach, which is great. I found I needed to add this to viewDidLoad to set initial background image for portrait or landscape:
// set background image
if (self.interfaceOrientation == UIInterfaceOrientationPortrait || self.interfaceOrientation == UIInterfaceOrientationPortraitUpsideDown) {
self.view.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:#"portraitBG.png"]];
} else {
self.view.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:#"landscapeBG.png"]];
}
thanks again Madhup
You can encapsulate this entirely in your UIView by watching whether bounds.width > bounds.height
This may be desirable if you're writing a small, self aware control.
class MyView: UIView {
override func layoutSubviews() {
super.layoutSubviews()
if bounds.height > bounds.width {
println("PORTRAIT. some bounds-impacting event happened")
} else {
println("LANDSCAPE")
}
}
}